public Cruiser(Vector2d loc, double facing, IController ai) : base(loc, facing, ai) { Mesh = Loader.GetMesh("cruiser.mesh"); Mass = 10000; ThrustForce = 50; DragAmount = 0.6; TurnForce = 0.01; RDragAmount = 0.90; MaxHits = Hits = 1000; Vector2d[] firepoints = new Vector2d[4]; firepoints[0].X = 25; firepoints[0].Y = 1; firepoints[1].X = 25; firepoints[1].Y = -1; firepoints[2].X = 25; firepoints[2].Y = 2; firepoints[3].X = 25; firepoints[3].Y = -2; Vector2d[] firedirs = new Vector2d[1]; firedirs[0].X = 1; firedirs[0].Y = 0; WeaponPoint[] weaponpoints = new WeaponPoint[4]; weaponpoints[0] = WeaponFactory.RailgunPoint(firepoints[0], firedirs[0]); weaponpoints[1] = WeaponFactory.RailgunPoint(firepoints[1], firedirs[0]); weaponpoints[2] = WeaponFactory.RailgunPoint(firepoints[2], firedirs[0]); weaponpoints[3] = WeaponFactory.RailgunPoint(firepoints[3], firedirs[0]); Weapons = new BaseWeapon[1]; Weapons[0] = new BaseWeapon(20, 10, weaponpoints, ShotMode.BURST); }
public Gunboat(Vector2d loc, double facing, IController ai) : base(loc, facing, ai) { Mesh = Loader.GetMesh("gunboat.mesh"); Moment = 1000.0; Mass = 2000.0; Vulnerable = true; ThrustForce = 300.0; DragAmount = 0.6; TurnForce = 5.0; RDragAmount = 0.85; BrakeDrag = 0.90; Hits = MaxHits = 150; MaxEnergy = Energy = 130; EnergyRegen = 3; Vector2d[] firepoints = new Vector2d[1]; firepoints[0].X = 25; firepoints[0].Y = 0; Vector2d[] firedirs = new Vector2d[1]; firedirs[0].X = 1; firedirs[0].Y = 0; WeaponPoint[] weaponpoints = new WeaponPoint[1]; weaponpoints[0] = WeaponFactory.RailgunPoint(firepoints[0], firedirs[0]); Weapons = new BaseWeapon[1]; Weapons[0] = new BaseWeapon(20, 10, weaponpoints, ShotMode.BURST); }